|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				October 22nd, 2007, 11:16 PM
			
			
			
		 |  
	| 
		
			|  | 
 Captain |  | 
					Join Date: Sep 2005 Location: Woodland,CA 
						Posts: 918
					 Thanks: 14 
		
			
				Thanked 2 Times in 2 Posts
			
		
	      |  |  
    
	| 
				 Re: A question about Q-Ships 
 The increased speed was a reflection of improved engines, to better serve as a raider.
 The cloaking suggestion you made was a good one, though I'm curious as to how to go about it. Any suggestions?
 |  
	
		
	
	
	| 
			
			 
			
				October 23rd, 2007, 12:33 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2000 Location: New York, NY 
						Posts: 1,066
					 Thanks: 1 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: A question about Q-Ships 
 All you have to do is add the cloaking abilities to the hull entry in VehicleSizes.txt. You could even cut and paste them from one of the mines. |  
	
		
	
	
	| 
			
			 
			
				October 23rd, 2007, 01:23 AM
			
			
			
		 |  
	| 
		
			|  | 
 Captain |  | 
					Join Date: Sep 2005 Location: Woodland,CA 
						Posts: 918
					 Thanks: 14 
		
			
				Thanked 2 Times in 2 Posts
			
		
	      |  |  
    
	| 
				 Re: A question about Q-Ships 
 Is this more along the lines of what you were suggesting?
 Name                          := Small Q-Ship
 Short Name                    := Small Q-Ship
 Description                   := A transport ship outfitted as a commerce raider or armed transport. A transport ship outfitted as a commerce raider or armed transport.
 Code                          := SQ
 Primary Bitmap Name           := TransportSmall
 Alternate Bitmap Name         := TransportSmall
 Vehicle Type                  := Ship
 Tonnage                       := 300
 Cost Minerals                 := 250
 Cost Organics                 := 100
 Cost Radioactives             := 0
 Engines Per Move              := 1
 Number of Tech Req            := 1
 Tech Area Req 1               := Ship Construction
 Tech Level Req 1              := 1
 Number of Abilities           := 5
 Ability 1 Type                := Cloak Level
 Ability 1 Descr               := Prevents level 3 Active EM scans.
 Ability 1 Val 1               := EM Active
 Ability 1 Val 2               := 3
 Ability 2 Type                := Cloak Level
 Ability 2 Descr               := Prevents level 3 Passive EM scans.
 Ability 2 Val 1               := EM Passive
 Ability 2 Val 2               := 3
 Ability 3 Type                := Cloak Level
 Ability 3 Descr               := Prevents level 3 Psychic scans.
 Ability 3 Val 1               := Psychic
 Ability 3 Val 2               := 3
 Ability 4 Type                := Cloak Level
 Ability 4 Descr               := Prevents level 3 Gravitic scans.
 Ability 4 Val 1               := Gravitic
 Ability 4 Val 2               := 3
 Ability 5 Type                := Cloak Level
 Ability 5 Descr               := Prevents level 3 Temporal scans.
 Ability 5 Val 1               := Temporal
 Ability 5 Val 2               := 3
 Requirement Must Have Bridge  := True
 Requirement Can Have Aux Con  := True
 Requirement Min Life Support  := 1
 Requirement Min Crew Quarters := 1
 Requirement Uses Engines      := True
 Requirement Max Engines       := 6
 Requirement Pct Fighter Bays  := 0
 Requirement Pct Colony Mods   := 0
 Requirement Pct Cargo         := 20
 
 Name                          := Medium Q-Ship
 Short Name                    := Medium Q-Ship
 Description                   := A transport ship outfitted as a commerce raider or armed transport.
 Code                          := MQ
 Primary Bitmap Name           := TransportMedium
 Alternate Bitmap Name         := TransportMedium
 Vehicle Type                  := Ship
 Tonnage                       := 600
 Cost Minerals                 := 400
 Cost Organics                 := 200
 Cost Radioactives             := 0
 Engines Per Move              := 1
 Number of Tech Req            := 1
 Tech Area Req 1               := Ship Construction
 Tech Level Req 1              := 4
 Number of Abilities           := 5
 Ability 1 Type                := Cloak Level
 Ability 1 Descr               := Prevents level 3 Active EM scans.
 Ability 1 Val 1               := EM Active
 Ability 1 Val 2               := 3
 Ability 2 Type                := Cloak Level
 Ability 2 Descr               := Prevents level 3 Passive EM scans.
 Ability 2 Val 1               := EM Passive
 Ability 2 Val 2               := 3
 Ability 3 Type                := Cloak Level
 Ability 3 Descr               := Prevents level 3 Psychic scans.
 Ability 3 Val 1               := Psychic
 Ability 3 Val 2               := 3
 Ability 4 Type                := Cloak Level
 Ability 4 Descr               := Prevents level 3 Gravitic scans.
 Ability 4 Val 1               := Gravitic
 Ability 4 Val 2               := 3
 Ability 5 Type                := Cloak Level
 Ability 5 Descr               := Prevents level 3 Temporal scans.
 Ability 5 Val 1               := Temporal
 Ability 5 Val 2               := 3
 Requirement Must Have Bridge  := True
 Requirement Can Have Aux Con  := True
 Requirement Min Life Support  := 2
 Requirement Min Crew Quarters := 2
 Requirement Uses Engines      := True
 Requirement Max Engines       := 6
 Requirement Pct Fighter Bays  := 0
 Requirement Pct Colony Mods   := 0
 Requirement Pct Cargo         := 30
 
 Name                          := Large Q-Ship
 Short Name                    := Large Q-Ship
 Description                   := A transport ship outfitted as a commerce raider or armed transport.
 Code                          := LQ
 Primary Bitmap Name           := TransportLarge
 Alternate Bitmap Name         := TransportLarge
 Vehicle Type                  := Ship
 Tonnage                       := 900
 Cost Minerals                 := 550
 Cost Organics                 := 300
 Cost Radioactives             := 0
 Engines Per Move              := 1
 Number of Tech Req            := 1
 Tech Area Req 1               := Ship Construction
 Tech Level Req 1              := 6
 Number of Abilities           := 5
 Ability 1 Type                := Cloak Level
 Ability 1 Descr               := Prevents level 3 Active EM scans.
 Ability 1 Val 1               := EM Active
 Ability 1 Val 2               := 3
 Ability 2 Type                := Cloak Level
 Ability 2 Descr               := Prevents level 3 Passive EM scans.
 Ability 2 Val 1               := EM Passive
 Ability 2 Val 2               := 3
 Ability 3 Type                := Cloak Level
 Ability 3 Descr               := Prevents level 3 Psychic scans.
 Ability 3 Val 1               := Psychic
 Ability 3 Val 2               := 3
 Ability 4 Type                := Cloak Level
 Ability 4 Descr               := Prevents level 3 Gravitic scans.
 Ability 4 Val 1               := Gravitic
 Ability 4 Val 2               := 3
 Ability 5 Type                := Cloak Level
 Ability 5 Descr               := Prevents level 3 Temporal scans.
 Ability 5 Val 1               := Temporal
 Ability 5 Val 2               := 3
 Requirement Must Have Bridge  := True
 Requirement Can Have Aux Con  := True
 Requirement Min Life Support  := 3
 Requirement Min Crew Quarters := 3
 Requirement Uses Engines      := True
 Requirement Max Engines       := 5
 Requirement Pct Fighter Bays  := 0
 Requirement Pct Colony Mods   := 0
 Requirement Pct Cargo         := 40
 |  
	
		
	
	
	| 
			
			 
			
				October 31st, 2007, 02:17 PM
			
			
			
		 |  
	| 
		
			|  | 
 First Lieutenant |  | 
					Join Date: Jul 2002 Location: Brasil 
						Posts: 604
					 Thanks: 0 
		
			
				Thanked 6 Times in 6 Posts
			
		
	      |  |  
    
	| 
				 Re: A question about Q-Ships 
 I think he suggested cloacking level 1 instead of 3, so, with the use of components, you eventually can reach cloack level 4... 
				__________________Currently Playing:
 Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
 |  
	
		
	
	
	| 
			
			 
			
				November 2nd, 2007, 01:08 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2000 Location: New York, NY 
						Posts: 1,066
					 Thanks: 1 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: A question about Q-Ships 
 Perfect. How do they play in the game? |  
	
		
	
	
	| 
			
			 
			
				November 2nd, 2007, 08:55 PM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Oct 2005 Location: Cleveland, USA 
						Posts: 226
					 Thanks: 13 
		
			
				Thanked 5 Times in 5 Posts
			
		
	      |  |  
    
	| 
				 Re: A question about Q-Ships 
 And almost as important--how do they look? They should look like mass-produced freighters. They should be functional-looking, but also cool-looking.   
				__________________-- Tony
 |  
	
		
	
	
	| 
			
			 
			
				November 3rd, 2007, 07:03 AM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Feb 2001 Location: Pittsburgh, PA, USA 
						Posts: 3,070
					 Thanks: 13 
		
			
				Thanked 9 Times in 8 Posts
			
		
	      |  |  
    
	| 
				 Re: A question about Q-Ships 
 They look the same as a normal transport, of course. That's the whole point. 
				__________________Cap'n Q
 
 "Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
 |  
	
		
	
	
	| 
			
			 
			
				November 6th, 2007, 02:56 PM
			
			
			
		 |  
	| 
		
			|  | 
 Captain |  | 
					Join Date: Sep 2005 Location: Woodland,CA 
						Posts: 918
					 Thanks: 14 
		
			
				Thanked 2 Times in 2 Posts
			
		
	      |  |  
    
	| 
				 Re: A question about Q-Ships 
 They function quite well, though they do look like any other transport.
 The purpose of the Level 3 cloaking ability is to completely confound an enemy about it's true nature.
 |  
	
		
	
	
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		 Linear Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |